所以,
我正在使用C ++中的DIRECTX API,设计一个在父RECT
内进行剪裁的精灵界面,比如UI窗口或其他精灵,或者你有什么。
这是因为,稍后,我将为UI窗口制作滚动功能。
我认为一张图片适合展示我想要达到的目标
为了进行剪辑计算,至少需要四个变量/结构(从我能辨别的内容):
RECT
:“剪裁”界限D3DXIMAGE_INFO
:包含图片信息,例如宽度和高度RECT
函数绘制LPD3DXSPRITE->Draw()
:基本上,应该绘制图像的哪个部分。这就是“剪辑”的地方。现在,如果我向您展示我的整个界面及其内部工作原理以及它如何处理变量,我认为这会令人困惑。
所以,相反,
这段代码演示了我目前是如何计算裁剪的。
void ClippingCalculation(){
RECT parent_bounds, draw_rect;
D3DXVECTOR2 sprite_position; //Relative to parent rect
D3DXIMAGE_INFO img_info;
//Fill image info
D3DXGetImageInfoFromFile("image.png", &img_info); //Image is 100x100px
//Define the rects
SetRect(&parent_bounds, 0, 0, 200, 200);
SetRect(&draw_rect, 0, 0, img_info.Width, img_info.Height); //Draw the entire image by default
//Give it a position that makes a portion go out of parent bounds
sprite_position = D3DXVECTOR2(150, 150); // 3/4 of the entire image is out of bounds
//Check if completely within bounds
bool min_x = (sprite_position.x > parent_bounds.left),
min_y = (sprite_position.y > parent_bounds.top),
max_x = (sprite_position.x+img_info.Width < parent_bounds.right),
max_y = (sprite_position.y+img_info.Height < parent_bounds.bottom);
if(min_x && min_y && max_x && max_y)
return; //No clipping needs to be done
float delta_top = parent_bounds.top - sprite_position.y,
delta_left = parent_bounds.left - sprite_position.x,
delta_bottom = parent_bounds.bottom - sprite_position.y,
delta_right = parent_bounds.right - sprite_position.x;
//Check if completely outside bounds
bool out_left = (delta_left >= img_info.Width),
out_top = (delta_top >= img_info.Height),
out_bottom = (delta_bottom >= img_info.Height),
out_right = (delta_right >= img_info.Width);
if(out_left || out_top || out_bottom || out_right){
//No drawing needs to be done, it's not even visible
return; //No clipping
}
if(!min_x) draw_rect.left = delta_left;
if(!min_x) draw_rect.top = delta_top;
if(!max_x) draw_rect.right = delta_right;
if(!max_y) draw_rect.bottom = delta_bottom;
return;
}
答案 0 :(得分:2)
剪切RECT要比这容易得多:
clipped_rect.left= MAX(rect_a.left, rect_b.left);
clipped_rect.right= MIN(rect_a.right, rect_b.right);
clipped_rect.top= MIN(rect_a.top, rect_b.top);
clipped_rect.bottom= MAX(rect_a.bottom, rect_b.bottom);
bool completely_clipped=
clipped_rect.left>=clipped_rect.right ||
clipped_rect.bottom>=clipped_rect.top
这假设Y随着你的上升而增加。找到性能最高的MIN
和MAX
平台应该非常容易。